Open Challenge
4 vs 4 triples (2 NFE, 2 FE)
2 Day DQ All
0/0 for recovers
Johto National Park: The focus of bug catchers the world over, the park is famous for its bug hunting contests. In this arena, the grass is very thick and all natural conditions are allowed. Bug types may hide in the grass at the cost of an action, and will remain at a 30% chance to hit (NFE) and 50% chance to hit (FE) while in it. This action takes seven energy, and if hit the Pokemon must come out and is taunted for the next six actions into fighting his opponent. This modifier is applied after base accuracy but before speed nature affects, accuracy modifiers, and abilities.

Bug types will not suffer reduced accuracy when striking other opponents in the bushes, but will not cause the opponent to come out. A taunted or tormented Pokemon can not flee into the bushes.

2 pokemon per side
singles
3 day DQ time
Arena: A big forest, Giant trees are covering the sky from view restricting Flying very high and stop sky attack completely. The place is crawling with bug type pokemon (There is a 40% chance for a missed attack to hit a bug and have it call to a beedrill to attack your pokemon! [8 damage])
Resticted moves: sky attack, flying (high), dive, surf. And grass moves get a 1 plus attack.

Open Challenge
4 vs 4 triples (2 NFE, 2 FE)
2 Day DQ All
0/0 for recovers
Johto National Park: The focus of bug catchers the world over, the park is famous for its bug hunting contests. In this arena, the grass is very thick and all natural conditions are allowed. Bug types may hide in the grass at the cost of an action, and will remain at a 30% chance to hit (NFE) and 50% chance to hit (FE) while in it. This action takes seven energy, and if hit the Pokemon must come out and is taunted for the next six actions into fighting his opponent. This modifier is applied after base accuracy but before speed nature affects, accuracy modifiers, and abilities.

Bug types will not suffer reduced accuracy when striking other opponents in the bushes, but will not cause the opponent to come out. A taunted or tormented Pokemon can not flee into the bushes.

2 pokemon per side
singles
3 day DQ time
Arena: A big forest, Giant trees are covering the sky from view restricting Flying very high and stop sky attack completely. The place is crawling with bug type pokemon (There is a 40% chance for a missed attack to hit a bug and have it call to a beedrill to attack your pokemon! [8 damage])
Resticted moves: sky attack, flying (high), dive, surf. And grass moves get a 1 plus attack.

Everyone loves Christmas, right? The joy? The suspense? The anxiety of counting the days, the hours, the minutes, the seconds until this fantastic holiday's arrival? Well, now there's an arena for that! In Christmas Countdown, each pokemon starts at level one. At the end of every action, your level increases by one, increasing until 25(Christmas). Once level 25 is reached, the pokemon recieve 50% of their health back, status cured, and 30 energy. However, you don't have to wait forever, you can spend 15 energy on anticipating, increasing their level by 5.

-30x30 colored platform
-each pokemon starts at level 1, and at the end of every action, it increases by 1 at the end of each action
-once lv 25 is reached, the pokemon who reahed it gets 50% of their health back, 30 energy, and their status cured
-each pokemon cannot advance above lv 25
-each pokemon can spend an action and 15 energy anticipating, increasing their levels by 5
-all moves allowed
any Christmas song reference adds 1 to your level, able to get 3 boosts this way per round.

Well, a snafu involving a battle that never started has left me with an open slot, so I'm issuing an Open NFE Battle.

2v2 Doubles
2 day DQ time
2 Recovers/5 Chills

Field Type: FlyingComplexity: IntenseFormat: All

Restrictions: No water source, No digging, No rain or hail, No Grass Knot

Description: About 20m in diameter, this battlefield is the aerie of the Tower of Heaven, a colossus that extends high into the atmosphere, and home to an entity simply known as the Deity. Golden blocks litter the battlefield, about two to three meters apart, and are both a size and weight class of 1. The battlefield is so high up that it pierces the clouds, which makes rain and hail impossible, but the open sky and all the dust atop the tower make sun and sandstorms viable. The floor is made of tough, thick stone, and is thus impossible to dig through. It's also devoid of water or vegetation, so Grass Knot or certain water moves like surf are impossible. While a pokemon that can fly or levitate can return to the battlefield if s/he is thrown off the tower, those who can't will fall to their deaths (translation: instant KO). Seismic moves are allowed, as the tower somehow repairs damage to it by itself. Finally, since the Deity does run this tower, you must adhere to whatever law He dictates, or else He's gonna smite ya.

The Book of Laws: At the end of each round, the ref will rng d20. Whatever number it hits, the corresponding law in the list below will be in effect for the following round. If a law is explicitly defined to take place on a certain round (e.g. "thou shalt not waste my time" in round 20), then that law will be in effect instead. Only one law will be in effect at a time.

Each pokemon involved in the battle has an individual smite counter, which is set to 1. At the end of each round, if a pokemon at some point in the round has broken the law currently in effect, the deity will smite the offending pokemon, dealing a typeless (10 * smite counter) in damage. Following penalty, the offending pokemon's smite counter will be increased by 1, to a maximum of 5. Switching the pokemon out will reset its smite counter to 1.

The potential laws are as follows:

1: The Book of Laws is blank - No law is in effect this round. Go nuts! By default, this law will be in effect during the first round of battle.2: Thou shalt not touch the golden blocks - The pokemon may not touch any of the golden blocks littered on the battlefield. If a pokemon is knocked to the ground or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon accidentally touches a golden block and will be penalized. Moves that employ telekinesis to throw golden blocks at a foe will not result in a penalty - in fact, connecting such an attack will penalize the enemy!3: Thou shalt not shake the earth - The pokemon may not use any seismic moves.4: Thou shalt not touch another living being - The pokemon may not make physical contact with each other or any other living being (e.g. bullet seed, leech seed). If one pokemon touches the other, both will be penalized.5: Thou shalt not leave the ground - The pokemon may not fly, levitate, jump, or otherwise be in the air. If a pokemon is knocked away or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon is lifted from the ground briefly and will be penalized.6: Thou shalt not walk - The pokemon may not walk, run or slither across the ground. The pokemon may, however, jump across the ground, fly or otherwise travel through the air, provided it doesn't need to walk or run to get momentum going.7: Thou shalt not tamper with the weather - The pokemon may not use any weather-changing moves or abilities, like sunny day, sand stream or the weather-clearing command of cloud nine. Any current weather in play will not be affected.8: Thou shalt not incapacitate - The pokemon may not use moves that induce status ailments. Any status inducing moves (e.g. toxic spikes) that were in play before this law came into effect are excluded.9: Thou shalt not flee - Switching pokemon is prohibited in this round. If a pokemon does switch out, the deity will smite it before the switch takes effect, rather than at the end of the round like usual. If the ref rngs this law in a battle where switching out results in a KO, then s/he will treat it as if s/he rolled a 1 instead.10: Thou shalt not invoke [type] - Moves of the type specified by the law are prohibited. The ref will rng d17 to determine the type:
1: Normal
2: Fire
3: Water
4: Electric
5: Grass
6: Ice
7: Fighting
8: Poison
9: Ground
10: Flying
11: Psychic
12: Bug
13: Rock
14: Ghost
15: Dragon
16: Dark
17: Steel11: Thou shalt not be a coward - The pokemon may only use damaging moves. You may use non-damaging moves in a combo attack, provided the combined attack does damage (e.g. Weather Ball with Will-o-wisp). Moreover, the cooldown that follows a combo move will not result in a penalty.12: Thou shalt not kill - The pokemon may not directly KO the opponent. KOing a pokemon through indirect damage (e.g. Toxic, Leech Seed) will not result in a penalty.13: Thou shalt not heal - The pokemon may not use recovery or chills. If the ref rngs this law in a battle where recovery is prohibited to begin with, then s/he will treat it as if s/he rolled a 1 instead.14: Thou shalt not harm - The pokemon may only use non-damaging moves. Indirect damaging moves like toxic or leech seed are allowed.15: Thou shalt not protect thyself - The pokemon may not dodge or otherwise attempt to prevent damage done to itself (e.g. using barrier to deflect contact moves).16: Thou shalt not employ thine talents - The pokemon may not use ablilties that can be activated or enabled. If an ability can be disabled, it must be disabled before the end of the round to avoid penalty. Traits and innate abilities will not be penalized.17: Thou shalt not overpower thine foe - If the percentage of the pokemon's HP exceeds the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 90% HP while your foe's is at 12%), the pokemon will suffer a penalty.18: Thou shalt not be a weakling - If the percentage of the pokemon's HP is less than the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 12% HP while your foe's is at 90%), the pokemon will suffer a penalty.19: Thou shalt not speak - Sound-based moves are prohibited.20: Thou shalt not inflict grievous damage - If a pokemon's attack lands a critical hit, it suffers a penalty.

There's also a law that always takes effect on the 20th round, and again every additional ten rounds:
Thou shalt not waste my time - The deity is pissed at how long the fight's taking, and smites both pokemon at the end of the round. What an asshole!

2 pokemon per side
singles
3 day DQ time
Arena: A big forest, Giant trees are covering the sky from view restricting Flying very high and stop sky attack completely. The place is crawling with bug type pokemon (There is a 40% chance for a missed attack to hit a bug and have it call to a beedrill to attack your pokemon! [8 damage])
Resticted moves: sky attack, flying (high), dive, surf. And grass moves get a 1 plus attack.

(I am reposting this for lack of a opponent[duh] however we do have a ref so the battle can begin immediately)
:)